Rule Sets
Below are the working rule sets for MMFC disciplines. These may be updated or adjusted in line with the requirements of the sanctioning body, medical team and venue regulations.
MMA (Mixed Martial Arts)
MMFC MMA bouts will follow the Unified Rules of Mixed Martial Arts as a base framework (for example, soccer kicks are illegal) with additional safety modifications for amateur competition.
Fight Duration
- Standard bouts: 3 × 5-minute rounds with 1-minute rest between rounds.
- Main events and title fights: 5 × 5-minute rounds with 1-minute rest.
- Round length and number of rounds may be adjusted by the sanctioning body for safety or event needs.
Scoring
- 10-point must system with three judges.
- The winner of the round receives 10 points, the opponent receives 9 or fewer.
- Judging criteria include: effective striking, effective grappling, aggression and cage control.
- Open scoring: scores will be announced at the end of every round where possible.
Amateur Safety Modifications
Due to bouts being amateur, the following rules will apply:
- No elbows of any kind are permitted (standing or on the ground).
- No elbow pads will be worn.
- No headgear will be worn unless required by the sanctioning body.
- Shin pads (thin/competition style) will be worn.
- Head kicks are legal unless otherwise stated for specific match-ups.
- All fighters must wear approved 4–6 oz MMA gloves, groin guards and mouthguards.
Weight Classes
MMFC uses standard MMA weight classes (weigh-ins in kilograms):
- Flyweight – 56.7 kg
- Bantamweight – 61.2 kg
- Featherweight – 65.8 kg
- Lightweight – 70.3 kg
- Welterweight – 77.1 kg
- Middleweight – 83.9 kg
- Light Heavyweight – 93.0 kg
- Heavyweight – up to 120.2 kg
Exact limits, allowances and weight-cutting rules will be confirmed with the medical team and governing body and communicated to fighters before the event.
Muay Thai
MMFC Muay Thai bouts are designed to showcase traditional Muay Thai with appropriate safety measures for amateur fighters.
Fight Duration
- Standard bouts: 3 × 2-minute rounds with 1-minute rest.
- Title or headline bouts may be up to 5 × 2-minute rounds, subject to approval.
Legal Techniques
- All standard punches, elbows (if approved for the specific bout), kicks and knees.
- Clinching, sweeps and off-balancing techniques within the rules.
- Strikes must be delivered with the padded part of the glove, shin, knee or elbow.
Amateur Modifications
- Depending on experience level, elbows to the head may be restricted or banned.
- Knees to the head may be restricted or banned for certain categories.
- Shin guards will be worn for agreed amateur levels.
- Headgear may be required for junior or novice fighters.
Scoring
- Bouts are scored by three judges using a 10-point must system.
- Emphasis is placed on effective technique, balance, ring control and damage.
- Knockdowns and clearly effective techniques score higher.
K1 (Kickboxing)
MMFC K1 rules provide a fast-paced striking contest focusing on kicks, punches and limited clinch work.
Fight Duration
- Standard bouts: 3 × 2-minute rounds with 1-minute rest.
Legal Techniques
- All standard punches and kicks (including low kicks).
- Knees to the body and, where allowed, to the head.
- Limited clinch: typically one strike allowed before breaking (details confirmed in rules meeting).
Illegal Techniques (Examples)
- No elbows.
- No prolonged clinching or wrestling.
- No catching and holding kicks for more than a brief moment.
- No strikes to the back of the head, spine or groin.
Scoring
- Three judges using the 10-point must system.
- Scoring criteria: clean effective strikes, knockdowns, aggression and ring control.
BJJ (Brazilian Jiu-Jitsu)
MMFC BJJ bouts are grappling-only contests, based broadly on the IBJJF ruleset, but with a custom round-based format for the show.
Format & Duration
- All bouts are 3 × 5-minute rounds.
- There is a 1-minute break between rounds for coaching and recovery.
- No strikes of any kind are allowed (Gi / No-Gi divisions will be announced per bout).
Scoring (10-Point Must)
- Three judges score each round using a 10-point must system.
- The winner of the round receives 10 points, the opponent 9 or fewer.
- Judging criteria per round include:
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- Submission attempts and near submissions.
- Dominant positions (mount, back control, side control, etc.).
- Guard passes, sweeps and takedowns.
- Overall control, activity and effective offence.
- Stalling and passivity can result in warnings and point deductions.
- Live / open scoring: round scores will be announced at the end of each round where possible.
No Draws – EBI Overtime
- There will be no draws in MMFC BJJ bouts.
- If the scores are level after three rounds, the bout goes to EBI-style overtime.
- Both athletes get equal attacking and defending opportunities from dominant positions.
- A submission at any point in overtime ends the match immediately.
- If no submission occurs, the winner is decided by fastest escape time.
EBI Overtime – Show full rules
When EBI Overtime Happens
EBI overtime begins only if the fight is a draw after all scheduled rounds. For MMFC: if scores are level after 3 × 5 min rounds, the referee announces EBI overtime.
Structure of EBI Overtime
EBI overtime consists of up to 3 overtime rounds, unless a submission happens earlier. Each overtime round has two stages:
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Stage A: Fighter A attacks from a chosen dominant position:
- Back control (seatbelt + hooks or body triangle), or
- Spiderweb (armbar control position).
- Stage B: Fighters swap roles; Fighter B attacks from back control or spiderweb.
Timing
- The clock starts when the referee gives the signal to begin.
- The timer stops immediately when:
- The defender escapes the position, or
- A submission occurs.
- If neither happens within the overtime limit (e.g. 2 minutes), the referee ends that turn.
How You Win in Overtime
1. Submission Victory (Instant)
- If either athlete gets a submission during their attack turn, the match ends immediately.
- No need for the other athlete to take their turn.
2. Ride-Time Victory (Fastest Escape Time)
- If no submission occurs, the total escape time for each athlete is compared.
- Example: Fighter A escapes in 14.2s, Fighter B escapes in 21.8s → Fighter A wins that overtime round.
- If still tied, the match goes to the next overtime round (up to 3 in total).
Allowed Overtime Positions
Back Control
- Must include both hooks in (or a tight body triangle) and seatbelt grip.
- Defender can tuck their chin and defend, but the position must be fully secured before the start.
- The defender is considered escaped when they turn to face their opponent, stand up, or otherwise fully free their torso and legs from back control.
Spiderweb (Armbar Position)
- Defender’s arm is isolated with the attacker’s legs over chest/head controlling the arm.
- No fully locked armbar before the start signal (hands separated, control but not finishing).
- The defender is considered escaped when the attacker loses leg control and the arm is fully free.
Additional Notes
- The attacker must work to finish; obvious stalling can lead to warnings or restarts.
- The defender cannot deliberately flee out of bounds to force a reset.
- Illegal moves follow the same rules as the main BJJ bout (e.g. heel hooks, reaping, neck cranks only if allowed for that division).
- The referee will clearly explain the overtime format in the rules meeting before the event.
MMFC may adjust specific overtime timings, allowed submissions or positions in line with the requirements of the sanctioning body and medical team. Any changes will be communicated to coaches and fighters before the event.
Illegal techniques (for example heel hooks, reaping or neck cranks) and allowed submissions will depend on belt level and division and will be clearly communicated to coaches and fighters before the event.
CJJ (Combat Jiu-Jitsu)
Combat Jiu-Jitsu at MMFC is a grappling-focused ruleset that allows open-hand strikes on the ground, sitting between BJJ and MMA.
Format & Duration
- All bouts are 3 × 5-minute rounds.
- There is a 1-minute break between rounds for coaching and recovery.
- Strikes are only allowed when at least one fighter is grounded.
- No closed-fist strikes are permitted.
Legal Techniques
- All standard BJJ submissions and positions, as allowed for the division.
- Open-hand slaps and palm strikes to legal target areas when grounded.
- Takedowns, throws and clinch work to initiate grappling exchanges.
Illegal Techniques (Examples)
- No closed-fist punches, elbows, headbutts or kicks.
- No strikes to the back of the head, spine, groin or throat.
- No spiking or dangerous slams with intent to injure.
Scoring (10-Point Must) & Overtime
- Three judges score each round using a 10-point must system.
- Criteria combine grappling and effective open-hand striking:
- Submission attempts and dominant positions.
- Effective open-hand strikes on the ground.
- Control, activity and aggression.
- Scores may be announced at the end of each round where possible (open scoring).
- There will be no draws.
- If the bout is even after three rounds, a sudden-death extra round or EBI-style overtime will be used, with the format explained in the rules meeting.
Boxing
MMFC Boxing bouts will follow an amateur boxing-style ruleset, aligned where possible with local and national federation guidance.
Fight Duration
- Standard bouts: 3 × 2-minute rounds with 1-minute rest.
- Youth or novice bouts may use shorter rounds if required.
Legal Techniques
- Punches with the knuckle part of the glove to the front and sides of the head and body.
- Defensive movements: slipping, bobbing, weaving, footwork and clinch to tie up.
Illegal Techniques (Examples)
- No kicks, knees, elbows or spinning attacks.
- No punches to the back of the head, spine or below the belt.
- No throws, trips or wrestling.
- No hitting on the break or when the opponent is down.
Equipment & Safety
- Approved boxing gloves (weight depending on category and agreement).
- Mouthguard and groin protector mandatory.
- Headgear may be required for amateur, youth or novice bouts.
Scoring
- Three judges use the 10-point must system.
- Criteria: clean effective punches, defence, ring generalship and aggression.
- Knockdowns and clearly effective rounds are scored accordingly.